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Post by koolguydude2 on Jan 5, 2012 2:19:33 GMT
Alright, so this idea may be a bit crazy, but bear with me. So I was thinking that Stick Ranger could have "conducts." These "conducts" would be counted up whenever you beat a megaboss (or something). For instance, going the whole game without equipping a card (or other type of compo item). There could also be a conduct for only taking the minimal route to get though the whole world.TL:DR, handicaps meant to make the game more challenging.
there could also be bonuses and anti-bonuses for using certain classes. Ex. teams w/ one gunner or more get bonuses to range (or something) but everyone gets less lifepoints or something (I'm too lazy to figure something more fitting out). so, yeah. Any comments?
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Post by Alphaepic on Jan 5, 2012 4:06:02 GMT
So it would sort of like a point counter? Sounds pretty cool. It would be sort of like achievements while also providing a challenge.
The second part sounds pretty stupid though, considering each class has their ups and downs and it would completely ruin previous things.
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Post by AlchmistFaust on Jan 5, 2012 20:12:40 GMT
The first part could be polished a bit, but is indeed a pretty nice idea. The second one... Not so much, since it would completely change how team combinations work.
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Post by Alphaepic on Jan 5, 2012 23:36:07 GMT
Gunners can be THE most powerful class in the game if you invest SP correctly and plan ahead. The second part really wouldn't have any relevance, and would in fact make certain classes OP.
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Post by koolguydude2 on Jan 6, 2012 1:45:28 GMT
Yeh, I just tacked the last part on for some reason I guess I was thinking kind of like roguelike games where choosing a race can have certain benefits and problems. I got the idea for conducts from a roguelike game called Nethack (which you really should know about if you've ever played roguelike games). But I think it could be modified to fit SR. Kind of offtopic, while I'm talking about roguelike games, there could be a one-choice stage thingie, where you would be able to choose a special weapon for one of your stickmen at the end and then it would dissapear. Hm. There are a lot of roguelike characteristics that could fit SR. You guys might wanna look into that more.
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Post by Alphaepic on Jan 6, 2012 4:18:20 GMT
What do you mean by 'roguelike'? As in a sort of RPG type game?
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Post by AlchmistFaust on Jan 6, 2012 16:59:14 GMT
The disappearing weapons thing would be very disappointing. It's one of the reasons I don't play games like Combat Arms. I didn't kinda get your idea of putting a roguelike system on SR... Could you elaborate it more for us?
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Post by koolguydude2 on Jan 6, 2012 22:59:51 GMT
No, I mean the stage would disappear. you would only get on weapon for one of your stickmen. Also,http://en.wikipedia.org/wiki/Roguelike Play something like Nethack and you would see that some things could fit very well into SR, and SR is somewhat already like a roguelike game.
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Post by Alphaepic on Jan 6, 2012 23:30:50 GMT
Well, it has the features of stages, items, etc, but isn't really turn-based. It might also change to much to still be an action-based RPG.
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